I wrote a similar thing for my board game site , using yml files as data sources with jekyll includes to generate the html and a html2canvas conversion to make printable images of individual cards that I have to manually put on a print-sheet -- not quite as streamlined as this, and I would love to learn from the rest of this person's flow architecture on how to generate a pdf, make it downloadable, expose the json editor. I know I could learn each of these on my own, but this is so close to my usecase it would be nice.
You could probably create the entire thing as an bibtex-template and even use that to build the tex.
Edit: the lib is puppeteer. https://github.com/GoogleChrome/puppeteer/
I have several of my current prototypes in Squib, with CI where it builds the artifacts (PNGs of each card and a PDF).
I'd like to one day set it up so it pushes the artifacts to Tabletopia (https://tabletopia.com/), but I haven't found the time yet.
Boardgamegeek has a list of card design resources:
Most are of the painstakingly-click-and-type variety, though. There are a handful based around a more site-generatorish workflow that look pretty sweet:
The real challenge though is to get a nice design. You should be able to put in some templates/generate some templates, and add image URIs/upload images. That would be truly awesome.
Great suggestion, hope OP sees it because I'm already very interested in using this tool.
A small suggestion: add a image-top and a image-bottom fields where you put a URL and the PDF includes the image on the card.
 - http://squib.rocks/
My previous system was a hacky Python-based HTML pre-renderer that was annoying to maintain - I was in the process of rewriting it but have dropped off on development recently. You can see a WIP of it here: https://curtislusmore.github.io/mtg/
>Update: I've written an ugly "openopoly.pl" Perl script, and a "micropoly.xml" data file, that describes the specifics of the game. The Perl script reads in and parses the XML database, and writes out PostScript and HTML to render the graphics and web pages. It embeds EPS files with images and cartoons in the PostScript file, and then runs it all through GhostScript, to render out PDF and JPG files with the printable images of the board. It currently writes out one HTML file with links to the small and large pictures of all the property cards, and soon it will write out a web page for each property, and link them all together, as well as an image map for the entire board. Most of the logos, cartoons, and other graphics haven't been put in yet, but the basic functionality for producing the game is there. This is work in progress, but here's a preview of the automatically generated web page index of properties, the full sized board micropoly-board-whole.pdf [1,672k], the paginated board micropoly-board-split.pdf [10,028k, sorry but I'll optimize the PostScript not to draw clipped images and it will reduce in size], and the printable cards micropoly-cards.pdf [5087k], as well as the micropoly.xml file from which it was all generated.
The idea (which I never finished but encourage anyone else to pick up and run with) was to develop a fully skinnable parametrizable Monopoly compatible game template (or variants like Anti-Monopoly), that you could print out and glue onto cardboard, or even play online!
Monopoly is essentially the original "Open Source Game" designed by Elizabeth Magie and shared among Atlantic City Quakers. Then it was illegitimately taken over and patented by a giant corporation. Parker Brothers' story about Charles Darrow was marketing bullshit.
There's also an interesting story about Ralph Anspach's decade-long "Anti-Monopoly" lawsuit:
>Also in the 1970s, Professor Ralph Anspach, who had himself published a board game intended to illustrate the principles of both monopolies and trust busting, fought Parker Brothers and its then parent company, General Mills, over the copyright and trademarks of the Monopoly board game. Through the research of Anspach and others, much of the early history of the game was "rediscovered" and entered into official United States court records. Because of the lengthy court process, including appeals, the legal status of Parker Brothers' copyright and trademarks on the game was not settled until 1985. The game's name remains a registered trademark of Parker Brothers, as do its specific design elements; other elements of the game are still protected under copyright law. At the conclusion of the court case, the game's logo and graphic design elements became part of a larger Monopoly brand, licensed by Parker Brothers' parent companies onto a variety of items through the present day. Despite the "rediscovery" of the board game's early history in the 1970s and 1980s, and several books and journal articles on the subject, Hasbro (Parker Brothers' current parent company) did not acknowledge any of the game's history before Charles Darrow on its official Monopoly website as recently as June 2012. Nor did Hasbro acknowledge anyone other than Darrow in materials published or sponsored by them, at least as recently as 2009.
("Save" should be "Download" or something else more clear.)
When you click save it downloads a pdf that you can print.
Looking at the cards generated they seem to resemble the style/format of Fluxx and I wonder if OP plays themselves. I for one find it to be really neat, and may even use it myself for my weekly table-top night.
Have you tried making your own Fluxx deck?
That said, since this is HN, it'd be nice to have some explanation of the technology behind the generator, too. Hopefully it's forthcoming.
I've printed a few print&play games on sites like printerstudio.com and received some really nice cards. It's a bit pricier than you'd want if you were going to get it manufactured for sale, but for a nice copy or two of something you're never really going to get published, it can be worth it.
There are other tools for making homespun tabletop games (some of which have been mentioned in other comments here), but Squib is pretty much the best if you want functionality/customizability and can handle doing stuff in Ruby. If I didn't already know it pretty well, I'd probably use the OP's site, though. The main thing you want when prototyping is to iterate a lot, so the easier one of these programs is to use, the better. OP's site, being web-based, is definitely easy... no need to install, works wherever a web browser does (lots of game design programs are Windows only).
Not my company, but one ran by a friend I used to game with in the early 2000's, they print some very high quality cards at a good rate.
The default example appears to be a mafia-style game.
- paper / offline
- game / boardgames
- simple & clear UI w/o flashiness
- not monetized / no data slurping / no email required
- no hype, no buzzwords
Not to mention that it just works. As to who needs it, I have no clue.
edit: Also the source is not minified or compiled.
People dismiss so much stuff with "I could have done that...". Well, you didn't, and they did. So there.
(In this case, the task is probably more annoying than you think. There's a lot of little details involved in getting the alignment correct, getting the fonts wrapped, generating the PDF, etc.)
-some upvote because they like the idea (it could be monetizable via paid printing services, it lends itself to social - sharing of decks etc),
- some found it immediately useful
- some just found it refreshing that someone created something small to scratch an itch instead of going viral on a new blockchain.
Therefore, I upvote.
Edit: since you've repeatedly posted uncivil and unsubstantive comments and ignored multiple requests to stop, I've banned this account. If you don't want to be banned, you're welcome to email email@example.com and give us reason to believe that you'll follow the rules in the future.